Talion nods, but persist, his optimism and enthusiasm clearly waning, "We will help...but tell us what else is in the house? the Monster, Esme, Walter...is there anything else?"
Bertolt mlv s to follow the two of them as they go towards the door, not trusting anything as this was clearly strong and unusual magic. "Let us be on guard..."
@Talion They remain silent just staring at you. Also, you don't really know if Bert's lying about them being illusions or not. They look real enough to you but you're not quite sure - all this illusion stuff sounds made up and fake. You know the kids are being really annoying though.
As you open the iron gate, it shrieks loudly and the children cover their ears. The sound reverberates, echoing everywhere. You make your way up the cobble stones, past the dried up hedges and dessicated flora, small mice bodies and bones, dead grass and the like abound here.
At the mouth of the stone portico, there is another wrought-iron gate with hinges on one side and a lock on the other fills the archway of a stone portico. The gate is unlocked, and its rusty hinges shriek when the gate is opened. Oil lamps (unlit) hang from the portico ceiling by chains, flanking a set of oaken doors. The doors open into a large foyer. Hanging on the south wall of the foyer is a shield emblazoned with a coat-of-arms (a stylized golden windmill on a red field), flanked by framed portraits of stony-faced aristocrats (long-dead members of the Durst family). Hung over this shield is a short sword. Mahogany-framed double doors leading from this room to the next are set with panes of stained glass.
What do you wish to do?
MAP (don't worry too much about the scale at this point, I'm just making sure you get a look first. If there is any unpleasantness, I'll make sure the scale is correct).
Onyx makes his way to follow the others. The pleas of the children were strange, repetitive - but nobody had detected the existence of an illusion at work. Before entering the manor proper, Onyx will close to sixty feet of the children and evoke his Divine Sense.
Rollback Post to RevisionRollBack
Another medical problem. Indefinite hiatus. Sorry, all.
Bertolt remains silent, keeping his eyes moving as he takes in the strange sights of the rundown building. He makes a note of the shield, guessing it shows the family crest.
This post has potentially manipulated dice roll results.
Erven will make his way to the double doors and look through the glass to see if anything is moving, any sign of anyone in the next room. Also, will look for any footprints on the floor or any other signs of life (or un-life).
Perception : 19
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Following the group inside the manor, the dilapidated iron gates scratch the ground with a harsh, shrill sound that echoes long into the night. Sho Zuan has decided to leave the children behind - the danger ahead leaves no room for illusions, and he isn't going to keep them on his mind any longer. He walks behind the group, slows down silently to appreciate the emblazoned shield on the wall.
@all - as you enter this first room, the foyer, lamps on the wall spring to life and you have light. While you're in here, you here a bit of scratching in the walls, faint but unmistakable.... In to the objects on the wall in the room, you also find the following: 5 backpacks, tinderbox, 2 cloaks, and a quarterstaff and 5 javelins leaning in the corner. @Talion As you all head into the house, the mist roils and engulfs the children, who stare at you with fright in their eyes. Rose hugs Thorn close and they start weeping, "Please..." Rose begins but trails off and disappears as the mist overtakes both of them. Looking back, the mist stays about 10 feet from the house. The sword, shield, and lantern are all serviceable and looking at the mounting, should be easily removable. As you move closer, the eyes on the figures in the painting seem to follow you and no matter what angle you try, always seem to be looking directly at you. The lamps also seem serviceable.
@Onyx Bert's detect magic spell did detect the illusions [IIRC]. If you choose to use divine sense, you do not detect the presence of any undead, celestial, or fiend. I will say that as you see Rose and Thorn disappear into the mist, your divine sense does pick up a bit of a shimmer and from your spell you know they seem to be protected from certain energies.
@Erven Looking through the stained glass, you don't see much through it - nothing moving and it's dark. The room you are currently in, the foyer, is surprisingly free of dust and signs of age. The floorboards and wall panels are well oiled, and no cobwebs decorate the area. The ceilings are 10 feet high. The doors you looked through are mahogany and also oiled and everything here looks well-taken care of. It looks lived-in, which is surprising, given the exterior...
Having equipped ourselves as best we can with the ((old, dusty?)) items in the entry way, we check the doors, expecting traps at every turn, then enter the house...
[nothing is dusty, nothing looks old. it's all well-kept and oiled, as above. this area doesn't look run-down at all. if you want to check for traps, you know what to do - i won't auto-bot it].
Talion looks around with eyes of avarice, looking for valuables. "I can't believe just anyone would be able to come in here...there must be something protecting it."
Silthras Talion looks around with eyes of avarice, looking for valuables. "I can't believe just anyone would be able to come in here...there must be something protecting it."
He will help anyone search...
Perception (for valuables, not traps): 24
(( lol!! That'd be him ))
With time, you could likely take the brass finishings the oil lamps are set in, as well as the stained glass. Otherwise, there is nothing else in the foyer of note (that you can see).
"If know one else is in need of it, I shall be taking that sword. It is not my weapon of choice but I think I will be able to make use of it." If no one else moves to take Bertolt will cast Mage Hand in an attempt to pull the weapon from the wall, not wanting to touch it with his own hands.
(Anyone that wants it can take it, I'm sure someone else is more able to use it.)
After everyone has taken the items, backpack on and whip at the ready, javelin in the other hand, Erven walks over to the stained glass double doors and pushes one open. “Here we go...” he says to himself. He looks inside the room -
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
A wide hall (area 3) seems to run the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. The room is dark when you open the door but as soon as you enter, the fireplace flares to life with a roar and the oil lamps on the wall pop and come to life, the oil igniting rapidly. Mounted on the wall above the fireplace is a longsword (non-magical) with a windmill cameo worked into the hilt. The wood-paneled walls are ornately sculpted with images of vines, flowers, nymphs, and satyrs. The decorative paneling follows the staircase as it circles upward to the second floor. There are a total of three wooden doors in the north section of the room, and one wooden door in the south [i've marked them with yellow]
@Talion You search the area fairly thoroughly. You find the following items on the fireplace mantle, which elicits a gasp from your companions, as they recognize some of their belongings: an amulet, a vial of perfume, sealing wax, a dagger, and a bar of soap.
"If know one else is in need of it, I shall be taking that sword. It is not my weapon of choice but I think I will be able to make use of it." If no one else moves to take Bertolt will cast Mage Hand in an attempt to pull the weapon from the wall, not wanting to touch it with his own hands.
(Anyone that wants it can take it, I'm sure someone else is more able to use it.)
Nothing weird happens - it's a short sword, well maintained and razor sharp. You can mark it down on your inventory.
Talion nods, but persist, his optimism and enthusiasm clearly waning, "We will help...but tell us what else is in the house? the Monster, Esme, Walter...is there anything else?"
Bertolt mlv s to follow the two of them as they go towards the door, not trusting anything as this was clearly strong and unusual magic. "Let us be on guard..."
@Talion
They remain silent just staring at you.
Also, you don't really know if Bert's lying about them being illusions or not. They look real enough to you but you're not quite sure - all this illusion stuff sounds made up and fake. You know the kids are being really annoying though.
As you open the iron gate, it shrieks loudly and the children cover their ears. The sound reverberates, echoing everywhere. You make your way up the cobble stones, past the dried up hedges and dessicated flora, small mice bodies and bones, dead grass and the like abound here.
At the mouth of the stone portico, there is another wrought-iron gate with hinges on one side and a lock on the other fills the archway of a stone portico. The gate is unlocked, and its rusty hinges shriek when the gate is opened. Oil lamps (unlit) hang from the portico ceiling by chains, flanking a set of oaken doors. The doors open into a large foyer. Hanging on the south wall of the foyer is a shield emblazoned with a coat-of-arms (a stylized golden windmill on a red field), flanked by framed portraits of stony-faced aristocrats (long-dead members of the Durst family). Hung over this shield is a short sword. Mahogany-framed double doors leading from this room to the next are set with panes of stained glass.
What do you wish to do?
MAP (don't worry too much about the scale at this point, I'm just making sure you get a look first. If there is any unpleasantness, I'll make sure the scale is correct).
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Talion examines the sword, shield and lanterns, checking if they might be serviceable and removable....
Edit: he also keeps an eye on the very annoying children.
Onyx makes his way to follow the others. The pleas of the children were strange, repetitive - but nobody had detected the existence of an illusion at work. Before entering the manor proper, Onyx will close to sixty feet of the children and evoke his Divine Sense.
Another medical problem. Indefinite hiatus. Sorry, all.
Bertolt remains silent, keeping his eyes moving as he takes in the strange sights of the rundown building. He makes a note of the shield, guessing it shows the family crest.
Erven will make his way to the double doors and look through the glass to see if anything is moving, any sign of anyone in the next room. Also, will look for any footprints on the floor or any other signs of life (or un-life).
Perception : 19
A wizard is never late, nor is he early, he arrives precisely when he means to.
Following the group inside the manor, the dilapidated iron gates scratch the ground with a harsh, shrill sound that echoes long into the night. Sho Zuan has decided to leave the children behind - the danger ahead leaves no room for illusions, and he isn't going to keep them on his mind any longer. He walks behind the group, slows down silently to appreciate the emblazoned shield on the wall.
@all - as you enter this first room, the foyer, lamps on the wall spring to life and you have light. While you're in here, you here a bit of scratching in the walls, faint but unmistakable.... In to the objects on the wall in the room, you also find the following: 5 backpacks, tinderbox, 2 cloaks, and a quarterstaff and 5 javelins leaning in the corner.
@Talion
As you all head into the house, the mist roils and engulfs the children, who stare at you with fright in their eyes. Rose hugs Thorn close and they start weeping, "Please..." Rose begins but trails off and disappears as the mist overtakes both of them. Looking back, the mist stays about 10 feet from the house.
The sword, shield, and lantern are all serviceable and looking at the mounting, should be easily removable. As you move closer, the eyes on the figures in the painting seem to follow you and no matter what angle you try, always seem to be looking directly at you. The lamps also seem serviceable.
@Onyx
Bert's detect magic spell did detect the illusions [IIRC]. If you choose to use divine sense, you do not detect the presence of any undead, celestial, or fiend. I will say that as you see Rose and Thorn disappear into the mist, your divine sense does pick up a bit of a shimmer and from your spell you know they seem to be protected from certain energies.
@Erven
Looking through the stained glass, you don't see much through it - nothing moving and it's dark. The room you are currently in, the foyer, is surprisingly free of dust and signs of age. The floorboards and wall panels are well oiled, and no cobwebs decorate the area. The ceilings are 10 feet high. The doors you looked through are mahogany and also oiled and everything here looks well-taken care of. It looks lived-in, which is surprising, given the exterior...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Having equipped ourselves as best we can with the ((old, dusty?)) items in the entry way, we check the doors, expecting traps at every turn, then enter the house...
(( or so I assume ))
[nothing is dusty, nothing looks old. it's all well-kept and oiled, as above. this area doesn't look run-down at all. if you want to check for traps, you know what to do - i won't auto-bot it].
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Talion looks around with eyes of avarice, looking for valuables. "I can't believe just anyone would be able to come in here...there must be something protecting it."
He will help anyone search...
Perception (for valuables, not traps): 21
(( lol!! That'd be him ))
With time, you could likely take the brass finishings the oil lamps are set in, as well as the stained glass. Otherwise, there is nothing else in the foyer of note (that you can see).
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( lol...I hope ))
(( That was meant for *after* they'd checked for traps and opened the door, but no worries -- the entry hall is just a nice place to be, I guess ))
no worries, we can carry it over to the next room if you go there.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
"If know one else is in need of it, I shall be taking that sword. It is not my weapon of choice but I think I will be able to make use of it." If no one else moves to take Bertolt will cast Mage Hand in an attempt to pull the weapon from the wall, not wanting to touch it with his own hands.
(Anyone that wants it can take it, I'm sure someone else is more able to use it.)
After everyone has taken the items, backpack on and whip at the ready, javelin in the other hand, Erven walks over to the stained glass double doors and pushes one open. “Here we go...” he says to himself. He looks inside the room -
A wizard is never late, nor is he early, he arrives precisely when he means to.
A wide hall (area 3) seems to run the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. The room is dark when you open the door but as soon as you enter, the fireplace flares to life with a roar and the oil lamps on the wall pop and come to life, the oil igniting rapidly. Mounted on the wall above the fireplace is a longsword (non-magical) with a windmill cameo worked into the hilt. The wood-paneled walls are ornately sculpted with images of vines, flowers, nymphs, and satyrs. The decorative paneling follows the staircase as it circles upward to the second floor. There are a total of three wooden doors in the north section of the room, and one wooden door in the south [i've marked them with yellow]
@Talion
You search the area fairly thoroughly. You find the following items on the fireplace mantle, which elicits a gasp from your companions, as they recognize some of their belongings: an amulet, a vial of perfume, sealing wax, a dagger, and a bar of soap.
Map
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Nothing weird happens - it's a short sword, well maintained and razor sharp. You can mark it down on your inventory.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons